babylonjs-toolkit 9.8.0 → 9.9.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +17 -0
- package/lib/babylon.toolkit.d.ts +14 -1
- package/lib/babylon.toolkit.js +1 -1
- package/lib/index.d.ts +14 -1
- package/package.json +15 -15
package/lib/index.d.ts
CHANGED
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@@ -7,7 +7,7 @@ declare namespace TOOLKIT {
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* @class SceneManager - All rights reserved (c) 2024 Mackey Kinard
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*/
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class SceneManager {
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-
/** Gets the toolkit framework version string (9.
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/** Gets the toolkit framework version string (9.9.1 - R1) */
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static get Version(): string;
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/** Gets the toolkit framework copyright notice */
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static get Copyright(): string;
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@@ -25,6 +25,10 @@ declare namespace TOOLKIT {
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static RenderLoopReady: boolean;
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/** Pauses the main page render loop */
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static PauseRenderLoop: boolean;
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/** Defines whether the toolkit scene simulation is currently playing (true) or paused for editing (false). Defaults to true so shipped runtimes are unaffected. The editor sets this false for a static edit mode and true to enter live play mode. Use SetScenePlaying() to also freeze/resume the physics world. */
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static ScenePlaying: boolean;
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/** Cached physics engine time step used to resume the simulation after a pause. */
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private static PhysicsTimeStep;
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/** The webgl render context has been lost flag */
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static LostRenderContext: boolean;
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/** Set the preload auto update progress flag */
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@@ -259,6 +263,15 @@ declare namespace TOOLKIT {
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static GetTimeMilliseconds(): number;
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/** Get the delta time animation ratio for 60 fps */
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static GetAnimationRatio(scene: BABYLON.Scene): number;
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/**
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* Sets whether the toolkit scene simulation is playing (true) or paused for editing (false).
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* When paused: the script component life-cycle (awake/start/update/late/step/fixed) is halted and the
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* physics world simulation is frozen (time step set to 0). When resumed: the physics time step is
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* restored and the game time baseline is reset. Shipped runtimes default to playing so are unaffected.
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* @param playing defines whether the scene simulation should run.
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* @param scene defines the optional target scene (defaults to the last created scene).
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*/
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static SetScenePlaying(playing: boolean, scene?: BABYLON.Scene): void;
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/** Run a function on the next render loop. */
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static RunOnce(scene: BABYLON.Scene, func: () => void, timeout?: number): void;
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/** Disposes entire scene and release all resources */
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "babylonjs-toolkit",
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-
"version": "9.
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"version": "9.9.1",
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"description": "Babylon Toolkit Runtime Library (UMD)",
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"main": "lib/babylon.toolkit.js",
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"types": "lib/index.d.ts",
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@@ -28,13 +28,13 @@
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"lib/**/*"
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],
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"devDependencies": {
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-
"babylonjs": "^9.
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"babylonjs-gltf2interface": "^9.
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"babylonjs-gui": "^9.
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"babylonjs-addons": "^9.
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"babylonjs-loaders": "^9.
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"babylonjs-materials": "^9.
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"babylonjs-inspector": "^9.
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"babylonjs": "^9.9.1",
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"babylonjs-gltf2interface": "^9.9.1",
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"babylonjs-gui": "^9.9.1",
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"babylonjs-addons": "^9.9.1",
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"babylonjs-loaders": "^9.9.1",
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"babylonjs-materials": "^9.9.1",
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"babylonjs-inspector": "^9.9.1",
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"abitbol": "^1.0.3",
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"lodash": "^4.17.21",
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"rimraf": "^6.0.1",
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@@ -44,12 +44,12 @@
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"webpack-cli": "^5.1.4"
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},
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"peerDependencies": {
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-
"babylonjs": "^9.
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"babylonjs-gltf2interface": "^9.
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"babylonjs-gui": "^9.
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"babylonjs-addons": "^9.
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"babylonjs-loaders": "^9.
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"babylonjs-materials": "^9.
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"babylonjs-inspector": "^9.
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"babylonjs": "^9.9.1",
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"babylonjs-gltf2interface": "^9.9.1",
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"babylonjs-gui": "^9.9.1",
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"babylonjs-addons": "^9.9.1",
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"babylonjs-loaders": "^9.9.1",
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"babylonjs-materials": "^9.9.1",
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"babylonjs-inspector": "^9.9.1"
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}
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}
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